I would suggest adding different flags for different squads. You can tell by the fact that they have different names that they are individuals, so why do they all fly the same exact flag? Moreso, it'd make it a lot easier to manage your armies if you could tell 2 similar squads apart.
I guess it's a start. I'd suggest adding either a sort of grid to build on, or not letting multiple buildings get places on top of each other. Finish the 'Battle Rival Factions' button. Don't release really early beta/alpha game on kongregate. At least wait until it's 'playable.'
Add a resizing screen please. Most games play nice whether I zoom in my browser window or not, yours just stays the same size and will grow black borders if I try to zoom. Also the way the turrets select what to target is just... Well, stupid. I have no clue how it decides. Make it auto-attack the first unit if you aren't going to let us choose.
Basically to win any of the levels: Groups of 6-7 archers backed by 2 healers. They will mow down any enemy (Helps to have full lumber yard upgrades) that comes at them. In the last couple of levels I would suggest bulking up a bit more than that though, multiple demon lord dudes can do some serious damage before going down.
People's War, People's War Evo, Zombi Attack, Kingdom of Zombies. You've tried selling us the same game 4 times now, at least this one made the leap of altering the graphics. However, it still holds a lot of the same gameplay annoyances. The biggest thing that I think needs to be worked on, as it encompasses a lot of other issues, is the AI of both Peasants and warriors. It was annoying to have my soldiers split up while fighting because some moved ahead to finish off a group while others just stood still. Work on making peasants move out of each others way. I would also suggest making farms destructable by your own hand, it sucks to have accidentally built one too close to a gold mine so it gums up the works.
In a game where timing seems to be very important (ONLY thing considered in getting a good rating) it is pretty ridiculous to have the soldiers waste a few seconds walking away from the town they just pillaged, just to have them walk down the road a bit to reenter the town to officially capture it. There is also an issue with respawning units after a team has died on the field, takes unbearabley long to be allowed to train a new squad after one has died. These issues wouldn't be so bad if there wasn't such pressure to cut times at every corner.
@mc49399 The Phatman is the Grenade Gun, not the guy on the ship. The second challenge with the slow mo kills is just tedious to get, I'd suggest levelling up your guns some and coming back to that one later.
Add a playable tutorial that shows us what each piece is good for please. Reading through the menus trying to decipher just what a piece does is really annoying, and still doesn't quite give me a grasp of what I am doing. This game looks like it could be fun, but I would really appreciate a tutorial to get me going.
Thanks for the comment, it's a good idea. I'll work on it but in the mean time there are video tutorials made by players available through the website mentioned above.
Running stuff over has never been so frustrating rather than fun. Those missions made me want to tear my hair out. Fortunately I got super rich running over 90% of the objects each time I retried, so I got a pretty sick car. 4/5.
Death animations for the players do not always work (screen fades out with your character still standing there spraying), the Grey Screen of Death after replaying levels, the small bug of the cash-check not working for the water gun upgrades (It seems they originally costed the same as the pump, but you decided to change that but didn't update the cash-check bit). Fix those things and you've got a fun little game here. The randomness of what comes out is also a bit of a problem, on one play through you can get by really easy but the next it sends a ton of purple flying things.
The corn and gold are either for selling to get money or for buying the wizards/mercenaries. This game seems like it could be neat, but it has a long way to go. Seeing what level a tower is would be nice, include a 'Sell' button on the towers, fix the leveling up of the towers (sometimes the cost doesn't appear, and sometimes it seems as if the stats are actually getting worse) Player movement is also sort of buggy, for example after clicking on a tower even if you close the menu you can't move the player until you click a blank space on the map. It's a nice start and I hope to see it get better.
I love this type of game, especially when they have their own individual feel and little twists like the upgrade stars. Very nice game, would love to see more levels.
The 'Last Month Balance' and 'Total Balance' should perhaps be renamed, since they aren't the balance. It's like the net worth of that month, rather than your actual balance.
Over all, this game is really easy, but it's still fun and has some nice concepts. One thing that might be neat to add in would be some sort of score keeper that determines how healthy the water is, like using too many toxins or too much radiation could cause harmful effects to be added to the water, and lower your score/health. Then add in scrubber towers that work to help relieve the negative effects. Just something that might be cool.
Generic RTS controls: Left click+Drag=select, right click=do. However, one would assume you set the villagers to the trees, not the WOOD building.
There is a help button that tells you how to play though.
Tip: Get wood and stone ASAP and build more regular huts. Sheer unit spam can keep the gremlins at bay while you take your time gathering resources and tech points.
Or just keep turning slow-motion on and off between each time you hit an enemy. 2 grenades will kill an enemy so it's possible to time it right.